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Post by lightcavalier on Jan 22, 2022 9:52:55 GMT -5
another tidbit
The missions that let you walk away from an objective while still holding it ahve all been changed to only allow Ob Sec units to walk away from the obj while still holding it.
So no driving a raider up to the obj then driving away the next turn and keep scoring
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Post by lightcavalier on Jan 22, 2022 9:54:48 GMT -5
Core rules are no longer in CA
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Post by Frosty the Pirate on Jan 22, 2022 14:01:03 GMT -5
Brief mission summary of missions not previewed on Warcom. Extracted from www.youtube.com/watch?v=uDsCaBMYfIsTear Down Their Icons - 5 Objectives, Vanguard Deployment, Hold 1/2/+, Action to set explosives on opponent's half of board, Action to defuse explosives on your side of board, 4 VP at end of game for each explosives set. Obsec units have +3 to the defuse roll (effectively auto-pass, normally need a 4+) Data Scry-Salvage - 6 Objectives, Table Corners Deployment, Hold 2/3/+, Action on objectives to retrieve data, Objectives can be locked by Obsec units Abandoned Sanctuary - 5 Objectives, Dawn of War Deployment, Hold 1/2/+, Cannot deploy in no-mans land, cannot pre-game move into no-mans land. Secondary to control center, destroy enemy units in center. Conversion - 5 Objectives, Table Quarters Deployment, Hold 1/2/+, Only get CP if Warlord on battlefield or in transport. Secondary is End of each turn score 4 for opponent's objective, score 2 for no mans, score -1 if don't control your own. The Scouring - 5 Objectives, Hammer & Anvil Deployment, Hold 1/2/+, 3VP for scanning each objective, can only scan 1 per turn, any unit can do it, completes at next command phase. Tide of Conviction - 6 Objectives, Dawn of War Deployment, Hold 2/3/+, Do not get CP if don't hold your own objective. Score 2VP for objectives in opponent's board half, 8VP for controlling opponent's objective on last turn. Death & Zeal - 5 Objectives, Table Quarters Deployment, Hold 1/2/+, Objectives can be locked by Obsec, Score 2VP for controlling every objective, or a objective you did not control at start of turn. Destroy an opponent's unit on an objective. Do both for 3VP instead. Big fan of these, they've leaned hard into actions and in particular I think Tear Down Their Icons (redo of Scorched Earth) will be a favourite mission of many. The Scouring was also gutted and reworked and should actually be fun instead of kicking yourself in the nuts for 2 hours. I also think both Abandoned Sanctuary and Tide of Conviction will be absolute meat-grinders of a mission where you see >80% of models dead on both sides because of the secondary mechanics forcing you to push forward constantly or fall WAY behind on points.
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Post by Hi I'm Derek on Jan 22, 2022 15:16:34 GMT -5
Thanks, I hate it.
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Post by trantos01 on Jan 22, 2022 16:58:38 GMT -5
Honestly? I'm looking forward to trying these new mission designs. Lately the 'mission plan' no matter what setup you play has overwhelmingly been plant your butt on objectives and farm points and/or charge the enemy to box them in. Similarly there were only ever one or two secondaries that were ever worth trying.
These? With the new conditions and so on I'm actually reminded of some of the missions that Shannon and co have come up with for tournaments in the past.
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Post by lightcavalier on Jan 22, 2022 17:06:35 GMT -5
I'm a big fan of how Primary and secondary both push the players to actually do something
I'm quite excited to give ut a try
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Post by trantos01 on Jan 22, 2022 17:15:11 GMT -5
I'm a big fan of how Primary and secondary both push the players to actually do something I'm quite excited to give ut a try And it'll encourage far more 'generalist' lists because the requirements for each mission can vary a lot. Ergo you'll need to have a sprinkling of everything just in case.
Bring nothing but fast attack and elite slots? That's a problem considering the mission objectives can only be activated by troops. Static gunline and artillery build? Well, this mission needs you to need to run across the field to set the detonators on the enemy's objectives. Have fun with that.
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Post by Frosty the Pirate on Jan 22, 2022 17:34:31 GMT -5
I'm a big fan of how Primary and secondary both push the players to actually do something I'm quite excited to give ut a try And it'll encourage far more 'generalist' lists because the requirements for each mission can vary a lot. Ergo you'll need to have a sprinkling of everything just in case.
Bring nothing but fast attack and elite slots? That's a problem considering the mission objectives can only be activated by troops. Static gunline and artillery build? Well, this mission needs you to need to run across the field to set the detonators on the enemy's objectives. Have fun with that.
On top of all that, the meta just became 'oh only troops can defuse the bomb reliably?' -machine gun sounds mowing down your intercessors- Left your backfield objective undermanned cus your BA is built around Direct Assault secondary? Snipe. Now you don't get your CP next turn and you will bleed VP until you recapture. It's quite literally impossible to cover all the bases. No one build is that flexible. You will have to have a weakness and if the mission you roll up to is tough for you, you better be real good at blocking your opponent from doing it.
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Post by LizardTau on Jan 22, 2022 19:46:21 GMT -5
just watched the video about the ca mission and such. Overall i like it. the one criticism i had with 9th was most games where the same. the second parts of the primaries seems pretty good (i hate the whole denying you advancement or infiltrators, as they said you literally pay points for something that they deny you from doing)
im getting the book because i didn't get the last one and wanted to actually have the missions and secondaries but without the rules in there. but not sure it is worth it.
Edit: that said im getting it so if other want the points or missions ill tell people them. i think it if was pre (or hopefully post soon) covid i would have advocated for a store copy or two people could use
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Post by Jack Shrapnel on Jan 22, 2022 22:09:55 GMT -5
The original 9th edition missions secondaries were either auto-take easy 15 (priority target) or just plain garbage you never took (pretty much the rest).
Having a complex primary and secondary scoring is a fantastic idea. I agree Jason, the missions were feeling very samey, as the mission really didn't matter, it was all score primary and pick your secondaries no matter what the mission.
At least these feel like a step in the right direction of actual tactical missions that matter.
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Post by macstern on Jan 23, 2022 0:00:24 GMT -5
Sounds like it has become a thinking persons game... damn I'm in trouble!
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Post by Frosty the Pirate on Jan 23, 2022 7:57:15 GMT -5
So on the subject of thinking. I've been thinking about all the new missions quite a bit.
One thing I've noticed is that there is absolutely IMMENSE value in pre-game scout moves or redeploys in 5/9 missions. Where as 3 of the 9 missions scour moves and deploys can actually set you up to get pummeled by the player going second.
There's going to be a lot of value to having things that can deploy as scouts, but also in having units that are excellent at erasing scouts.
I've also noticed something else related to this factor. There no longer exists ANY mission with more than 1 objective in your deployment zone, and all missions have either 5 or 6 objectives, no missions have 4 anymore.
So the changes the value of some secondaries that revolve around primary objectives, like Stranglehold and Raise Banners. For example, without any missions with 2 objectives in your deployment zone, Stranglehold and Raise Banners both go down in value a bit imo. Some missions do have a 2nd objective _near_ your deployment zone, but many do not.
Some missions are also action-heavy where as others are not. So I think this lends itself well to understanding your force's action economy, aka how many action-doers you have, and what they are giving up to do actions. In missions with a primary-focused on say killing or trading like Death And Zeal or Abandoned Sanctuaries, your action doers are freed up to do Raise Banners, Retrieve Data, Deploy Homers, etc etc, where as in action-heavy missions like Tear Down Their Icons or Data-Scry-Salvage then you might want to lean more on secondaries that don't require actions.
TLDR: Understanding how much action-power you have, and how much your opponent has, and how much action-power each primary or secondary takes is going to suddenly be much more relevant.
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Post by Jack Shrapnel on Jan 23, 2022 14:16:54 GMT -5
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Post by artonas on Jan 23, 2022 14:58:32 GMT -5
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Post by Jack Shrapnel on Jan 24, 2022 14:31:28 GMT -5
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